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Patch notes · published by the developer

October 31 - Minor Update

On Steam

Patch Notes

"THE GENEVA CONVENTION DOES NOT APPLY TO GOBLINS." - Supramarine.

Wave tracker

  • During a battle, the top of the screen now shows which wave you're on ("WAVE 3/6"), with a bar for each wave that fills as its goblins come on. Between waves, the next wave's bar pulses so you know it's coming. It replaces the ENGAGED banner.

Clear the field, and the next wave comes in

  • Kill everything on the field and the next wave arrives straight away instead of after the usual gap.

  • The battle clock jumps ahead by the gap you skipped, so leaderboard times stay fair. Order cooldowns and weather don't skip ahead.

Medals now pay extra XP

  • Silver (keep at least half your base health): +5% XP for the run.

  • Gold (lose no base health): +10% XP for the run.

  • The bonus covers everything the run earns, kills and clear bonus alike, every time you earn the medal. The victory report, mission brief and medal tooltips all show it.

General

  • Fire at Will (Hellfire mastery) now always uses Fire-and-Forget, with each missile locking onto the toughest goblin in the group, even if you researched Laser Designation. Switch to Weapons Free to get Laser Designation back, even mid-battle. While Fire at Will is on, the research map marks Fire-and-Forget ON and Laser Designation OFF.

  • The Green Hell, the last map of the Green Hell theatre, now sends 15% fewer goblins (about 209,000, down to 178,000).

  • Clearer descriptions for Fire at Will and Loiter.

Fixes

  • Fire at Will fixes. On maps where goblins enter from off-screen, it kept aiming at goblins still marching in from beyond the edge, which it can't target, so it never fired. Loiter's automatic A-10 run had the same problem and is fixed too.

  • Avalanche slowdown fixed. An avalanche burying a large crowd could drop the game to single-digit frame rates for about 12 seconds. It now stays smooth.

  • Stuck goblins. A lone goblin, including the crew of a sunk boat, could stand still forever at a shoreline, in front of an obstacle or in a gap too narrow for it, which held up the end of the battle. Players reported it on maps such as No Man's Land and Market Square. These goblins now keep moving.

  • Research map: in the 30mm branch, Door Knockers sat between APFSDS and HEI, so it looked like part of their either/or choice. HEI now sits right beside APFSDS.

  • Fixed a crash when choosing windowed mode at your monitor's full size on a monitor with no taskbar (common with ultrawide and multi-monitor setups). If Windows refuses a display mode, picking a different window size or monitor now tries again.

  • Fixed a rare crash when retrying a battle.

  • Fixed music not fading properly on the map screen after a battle where the Apache raid played Ride of the Valkyries.

  • Fixed the Apache's chain-gun flash and Nerve Agent's gas cloud sometimes not appearing on the widest maps, such as Kasbah, Long Range and The High Moor.

What's next

  • General pathfinding improvements. (For the technically interested, floating point operations are not consistent across GPU models and drivers, so pathfinding may exhibit some weird behaviour--edge cases--for some players. We're working to mitigate this as much as possible, though this is one of those things which will never be perfect.

  • Continued passes on balancing. We appreciate the frustration that can be caused by the inconsistencies in difficulty. We will work to improve this.

  • More feedback addressing. Dozens of people have given feedback and it is highly appreciated. This feedback can range from QoL additions and bug fixes to feature requests.

  • More research nodes are planned, especially for some of the weapon systems which lack variety or fall off in value at certain points.

Update schedule

We are supporting this game fully for the near future. We've pushed out so many updates over the last few days since release but obviously this is not sustainable long term. Important bug fixes will be deployed as required but we will be moving to a weekly cadence for now. (This may change in the future.) This does not mean there will be less updates--quite the opposite--but means, rather, more major updates instead. We take note of all the feedback provided and prioritise accordingly--so please do continue to let us know what you like see changed or if you think we've taken the wrong direction with something.

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